Shag Solomon

J'Koth's page

13 posts. Alias of Plastic Dragon.


About J'Koth

J’Koth
Mummy’s Mask Character: Cleric

Male, Garundi Half-Elf, Cleric of Nethys / (Stormborn) Sorcerer 1
NG Medium Humanoid
Init + 00, Perception + 00
Languages: Common, Osirani, Elvish
Abilities
Str 14, Dex 10, Con 12, Int 10, Wis 15*, Cha 14 (* Racial Bonus)
Base Attack +0, CMB +2, CMD +12

Defense
AC 00, 00 Touch, 00 Flat-footed, (+ 00 Armor, +00 Deflection)
HP 16 (1d8 + 1, 1d6 +1)
Fort +00, Reflex +00 Will +00

Offense
Speed 30’
Melee: Scimitar +00 (1d6 +00, 18-20)
Ranged: Sling +00 (1d4)
Special Attacks: Channel Positive Energy 00/day (DC 12, 1d6 [+1 vs undead])
Domain Spell-Like Abilities: ?

Racial Abilities
+2 to one ability score
Elven Immunities: Immune to magic sleep effects and +2 racial saving throw vs enchantment spells and effects.
Adaptability: Skill Focus as a bonus feat at 1st level
Keen Senses: +2 racial bonus on Perception Checks
Low-Light Vision: Can see twice as far as humans in dim light.
Elf Blood:Counts as both human and elf for anything pertaining to either race.
Multitalented:Gain two favored classes and gain +1 Hp or Skill point when gaining a new level in either.
Favored Class: Cleric - Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Favored Class: Sorcerer - Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Class Skills

Cleric:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.

+2 Fort, +2 Will
Aura
Channel Energy 1d6
Orisons
Spontaneous Casting
Spells (3 Orisons, 1+1 First)
Proficiencies: Simple Weapons, Medium Armor, Favored Weapon of Nethys

Domains:
Magic: (1st - Identify)
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Defense (Protection): (1st - Shield); Resistance bonus on saving throws (+1 per 5 levels);
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. ,

Sorcerer:
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
+2 Will
Cantrips
Eschew Materials: Bonus Feat at 1st Level
Spells: Known: Cantrip - 4, 1st - 2
Spells Per Day: Cantrips: Unlimited, 1st - 3 + 1 (Chr)

Bloodline: Stormborn
Bloodline Arcana: Whenever you cast a spell with the [electricity] or [sonic] descriptor, increase the save DC by 1
Class Skill: Knowledge ( Arcana)
[bi]Bloodline Power (1st)[/i] Thunderstaff (Su): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Feats
Eschew Materials
Turn Undead

Traits
Resurrected: At some time in the recent past you died, but were brought back to life - whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time yet. Whatever the reason, your experience gave you a fascination with death and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain +2 trait bonus on saving throws vs. death effects. In addition, you do not die until your hps drop to a negative amount equal to or lower than your Con score + 4.

Magical Knack: Pick a class when you gain this trait (Sorcerer) - your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current hit dice.

Trained Skills
Heal
Knowledge (Arcana)
Knowledge: (Religion)

Spells - Cleric
Prepared:
0: (At will):
1st:

Spells - Sorcerer
Prepared:
0: (At will):
1st:

Background: